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Reduce Tiger Cannon Damage


Helly

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Hi there! well I really want to know How i can reduce the Tiger Cannon Damage. I have a server HR with 255 of stat points and if you ask me that skill is getting me sick! is super overpower, i mean without equip is making a damage over 550 k! so i want to know how to reduce it in a SRC mod of the formula! Thank You very much!

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src/map/battle.c block 2448:2457, change the skillratio to alter dammage ratio from atk.

or use the http://rathena.org/board/topic/62238-manage-skill-damage-20/ of lilith

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o yes i have it but for some reason, that an others skills isen't get reduce i dont know if is for the kind of formula, for that reason i decide to search for an src edition :D

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BUMP! Please!

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u3u9 buuump!

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I already told you what to change in src to reduce that dammage, src/map/battle.c block 2448:2457

change skillratio formula, dunno make it divide by 2 or whatever fit you.

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Oh yes i didnt see that, but ums i don understand what i have to do i chek the block that you say and i dont found it so i look for SR_TIGERCANNON and i foudn this:

case SR_TIGERCANNON:// ATK [((Caster’s consumed HP + SP) / 4) x Caster’s Base Level / 100] %

{

int hp = sstatus->max_hp * (10 + 2 * skill_lv) / 100,

sp = sstatus->max_sp * (6 + skill_lv) / 100;

skillratio = (hp+sp) / 4;

if( sc && sc->data[sC_COMBO] && sc->data[sC_COMBO]->val1 == SR_FALLENEMPIRE ) // ATK [((Caster’s consumed HP + SP) / 2) x Caster’s Base Level / 100] %

skillratio = (hp+sp) / 2;

RE_LVL_DMOD(100);

}

-------------- And This:

case SR_TIGERCANNON: // (Tiger Cannon skill level x 240) + (Target’s Base Level x 40)

ATK_ADD( skill_lv * 240 + status_get_lv(target) * 40 );

if( sc && sc->data[sC_COMBO]

&& sc->data[sC_COMBO]->val1 == SR_FALLENEMPIRE ) // (Tiger Cannon skill level x 500) + (Target’s Base Level x 40)

ATK_ADD( skill_lv * 500 + status_get_lv(target) * 40 );

break;

And i dont get what i must to edit n.n sorry for that.

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Yeah sorry my awnser was before the code formating, blame GB if it didn't match.

Anyway now that you got it let do some math :

Assuming data : { mhp=14k, msp=3k, (sound reasonable for RE), skillv=10; blvl=150; chp= 1kp; atk=220; }

Litteral simplified flow:

dmg = atk*(whatever small range)+bonus; //here will assum dmg=atk

skillratio = (hp+sp)/2 * 150/100 = (mhp*(10+2*skilllv)/100 + msp * (6 + skilllv) / 100 )/2 * 3/2;

ATK_RATE(skillratio) => dmg = dmg*skillratio

ATK_ADD(mhp - chp); => dmg = dmg + mhp - chp;

ATK_RATE(harddef) + ATK_ADD(sofdef);

Substitution :

dmg = (atk*(mhp*(10+2*skilllv)/100 + msp * (6 + skilllv) / 100 )/2*3/2 + mhp - chp)*defense - softdef;

dmg = (220*(14000*(10+2*10)/100 + 3000 * (6 + 10) / 100 )/2*3/2 + 14000 - 1000)*defense - softdef;

dmg = 785200 before defense reduction

So idk how much you wanna reduce this, is just purely math, you could just do :

skillratio = (hp+sp) / 4;

dmg = 399100

Or change the maxhp or maxsp effect on the formula, anyway you have the simplified flow just do the math to see how much you want to reduce this.

just to finish harddef will be [0;1] and soft will be direct dmg = dmg - soft. (yes again simplified for the purist). Take a look at battle.c if you want the exact thing, but just with this you should be able to reduce your dammage as you wished.

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